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"Head to the left of that KNRB-0"

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  • Jan 13, 2013 8:53 am GMT
    "Right"

    God Hard players will know. So much EMP's were wasted getting through this part.
    (been replaying God Hard)
    ---
    PSN: Royta15
    www.youtube.com/royta15
  • Jan 13, 2013 8:55 am GMT
    Raeng posted...
    (been replaying God Hard)

    Why? WHY?

    Haha yeah, that part and "Aim carefully!" are forever engraved on my mind.
    ---
    And this time!
  • Jan 13, 2013 9:29 am GMT
    I want to be put into the leaderboards, that's literally it. When I finished God Hard last year it was during the PSN outage, so I never got into the leaderboards.

    That and...it's strangely fun. A few parts are really insane but I've found out a ton of fun little tricks that made things a lot easier.
    I'm pretty sure now for example that the LFE is overpowered and that the Disc Launcher is a beast of a weapon.
    ---
    PSN: Royta15
    www.youtube.com/royta15
  • Jan 14, 2013 9:43 am GMT
    double post: Finally beat the darn thing again. Made me insane near the end but was well worth it. Not the Vanquish-high we get at Challenge 6, but it was close. Good fun that!

    Now to try an 0% cover run, starting on normal and then on hard.
    ---
    PSN: Royta15
    www.youtube.com/royta15
  • Jan 14, 2013 7:46 pm GMT
    Except for a few specific spots I thought God Hard was a lot of fun. (Still have my story mode jammed up by GH being saved at the last boss, lol... )
    ---
    "The act of treachery is an art, but the traitor himself is a piece of ****." - Mike Tyson
  • Jan 15, 2013 1:13 am GMT
    I must admit I liked it a lot more the second time through then the first. Maybe because I was better at it, used cover and boost dodging smartly (I used to boost and dodge in the same direction, now I do it in opposites which is basically god mode).
    ---
    PSN: Royta15
    www.youtube.com/royta15
  • Jan 15, 2013 6:37 am GMT
    While you're busy trying new things, why not do focus testing of each gun for a run? Melee even. The same things I did. A third God Hard run down the line. Maybe with unconventional weapon choices. Change things up.
  • Jan 15, 2013 7:22 am GMT
    Already quite on that road, though I know that I'll only be playing for a month until Metal Gear Rising: Revengeance hits.
    The melee I'm still a bit on the fence on though, though the animations are quite fun to look at the only ones I've found to be useful are the boost-melee, shotgun charge and hmg-flip for certain enemies and easy air-time.
    ---
    PSN: Royta15
    www.youtube.com/royta15
  • Jan 16, 2013 2:18 pm GMT
    >backflip, backfist and boost kick
    The stars of the show, really. AR rapid punches is nice. The hard punch is crap and the uppercut is just a strong, grounded backflip (in terms of launching). The uppercut could probably have used more damage and the punch seemed like it needed quite a bit more to justify having no real utility.
  • Jan 16, 2013 2:32 pm GMT
    That uppercut would have been awesome if it allowed AR afterwards. Juggle an enemy into the air and mow him down mid air? Count me in. Almost some DMC thing going on then.

    The AR rapidpunch I never truly got the hang of, it either missed it's target completely or left me vulnerable too long that I got slaughtered by other enemies. It looked nice though.
    The Sniper Kick looks fun though, but borders onto useles.
    And the Backfist has speedrunning uses. While your ARS is recovering you can dodge>backfist>dodge>backfist for added movement speed. That's all I found.
    ---
    PSN: Royta15
    www.youtube.com/royta15
  • Jan 20, 2013 10:58 am GMT
    >AR after uppercut
    If it did the current amount of damage, I suppose that isn't unreasonable. If it did more, it wouldn't need that. Alternatively causing a stun on the foe (or perhaps to get silly, a chance for a weapon drop). More utility is desired.

    >rapid punch issues
    Understandable. It has some value, but it is far easier to make cases for backflip, backfist and boost kick.

    >kick
    Kicking through walls and has a wide hit box. The damage is a bit lacking and it doesn't send foes flying away (would have been nice if it did to Romanovs what it does to reverse their grab). Again, more properties to the melee would help make damage not be the only concern. Backfist had i-frames (and charging for higher damage), Backflip had AR set-up, repositioning (of Sam and/or foes), no overheat exploits, etc. and Boost Kick had good high damage while being quick, also being able to set-up more favorable positions (with AR). There wasn't too much advantage with the others.

    >speed concerns
    Always nice to have an extra edge.
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